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Currently we have a non-square, semi-transparent UI which we have on genie 'shops' placed in the world. The genie has flames on its body which causes a distortion effect. The issue being this also affects the UI making the text harder to read. see below:

None of the hacky solutions I've come across have been usable so far.

Being able to render the UI after the PostProcessing has been applied would be great.

We have the same problem with the HUD for our VR title - just want to draw it after the posteffects. Can't find any documentation of Unreal's frame draw order. I could render it to an offscreen surface and composite it back on but that seems like a ton of work for what should be a simple ordering change...

I think I found a solution for you guys! Use materials instead of images and put the material domain on User Interface (this probably renders out after the post processing). Than you simply have to drag you material into your widget.

I gave this a quick go, however it doesn't work. Changing the material domain doesn't change it's render order.

Also this wouldn't fix the main issue I have, which is specifically text.

The changes would need to be made in the Widget3DPassThrough_Translucent_OneSided (or related) material as this is the material that is used to render the UI onto the in-game mesh after the UI is rendered into a TextureRenderTarget. (And changing this to UI stops it from working)

As you can see, the character is visible through the 3D widget UI elements. (Item icons, background circle) And I even mention in the comment that it is a 'semi-transparent UI.' This is NOT a solution that works.

Have you actually tried your solution in a test setting or is this just a guess? Also as I mentioned before this doesn't fix the major issue which would be for text widgets. (As the PP messes with their readability)

Also, could you please comment on an existing answer for discussions instead of creating a bunch of answers which make the discussion awkward and all-over the place.